US7173631B2 - Flexible antialiasing in embedded devices - Google Patents

Flexible antialiasing in embedded devices Download PDF

Info

Publication number
US7173631B2
US7173631B2 US10/949,607 US94960704A US7173631B2 US 7173631 B2 US7173631 B2 US 7173631B2 US 94960704 A US94960704 A US 94960704A US 7173631 B2 US7173631 B2 US 7173631B2
Authority
US
United States
Prior art keywords
antialiasing
pipeline
oversampling
objects
weighting
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active, expires
Application number
US10/949,607
Other versions
US20060061591A1 (en
Inventor
Michael Hugh Anderson
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Qualcomm Inc
Original Assignee
Qualcomm Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Qualcomm Inc filed Critical Qualcomm Inc
Priority to US10/949,607 priority Critical patent/US7173631B2/en
Assigned to QUALCOMM INCORPORATED reassignment QUALCOMM INCORPORATED ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ANDERSON, MICHAEL HUGH
Priority to PCT/US2005/034051 priority patent/WO2006034422A2/en
Priority to CN200580039572XA priority patent/CN101061518B/en
Priority to KR1020077009220A priority patent/KR100896155B1/en
Priority to JP2007533638A priority patent/JP4542153B2/en
Priority to EP05800219.7A priority patent/EP1803096B1/en
Publication of US20060061591A1 publication Critical patent/US20060061591A1/en
Publication of US7173631B2 publication Critical patent/US7173631B2/en
Application granted granted Critical
Active legal-status Critical Current
Adjusted expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2200/00Indexing scheme for image data processing or generation, in general
    • G06T2200/12Indexing scheme for image data processing or generation, in general involving antialiasing

Definitions

  • the present invention relates to application level control of hardware functionality in embedded devices.
  • the hardware functionality involves antialiasing of three dimensional (3D) images processed by a 3D graphics pipeline with such a device.
  • the present invention relates to mobile phones with such hardware functionality.
  • 3D graphics pipelines that process 3D images of scenes.
  • a given scene is composed of a collection of rendering objects (e.g., triangles).
  • Such 3D pipelines may perform antialiasing on the image.
  • Antialiasing involves first oversampling the image—resulting in an enhanced amount of information represented by a now more abundant set of (oversampled) pixels.
  • the Quincunx scheme, Full-Scene Antialiasing (FSAA), the accumulation buffer, and Carpenter's A-buffer (sometimes called multisampling) are a few examples of techniques for carrying out antialiasing oversampling or enhanced sampling of a given image.
  • the final image is frequently rendered at the lower pre-oversampled resolution, in which case the antialiasing process is completed by weighting (e.g., averaging) the greater set of samples to produce the reduced set.
  • a three-dimensional (3D) graphics pipeline renders a sequence of images of 3D scenes each composed of a plural set of objects.
  • the pipeline comprises an antialiasing oversampling mechanism to perform for a given image, at an early stage of the pipeline, oversampling on a portion of the objects of the given image.
  • the pipeline comprises an antialiasing oversampling mechanism and an antialiasing weighting mechanism.
  • the antialiasing oversampling mechanism performs for a given image, at an early stage of the pipeline, antialiasing oversampling on at least a portion of the objects of the given image.
  • the antialiasing weighting mechanism performs on the given image, at the early stage of the pipeline, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism.
  • FIG. 1 is a block diagram of a mobile device in accordance with one embodiment of the present invention.
  • FIG. 2 is a block diagram of those mobile device entities pertaining to object antialiasing
  • FIG. 3 is a block diagram of a 3D graphics pipeline of the mobile device illustrated in FIG. 1 ;
  • FIG. 4 is a block diagram of a shading portion of the illustrated 3D graphics pipeline.
  • a primitive may be, e.g., a point, a line, or a triangle.
  • a triangle may be rendered in groups of fans, strips, or meshes.
  • An object is one or more primitives.
  • a scene is a collection of models and the environment within which the models are positioned.
  • a pixel comprises information regarding a location on a screen along with color information and optionally additional information (e.g., depth). The color information may be in the form of an RGB color triplet.
  • a screen grid cell is the area of a screen that may be occupied by a given pixel.
  • a screen grid value is a value corresponding to a screen grid cell or a pixel.
  • An application programming interface is an interface between an application program on the one hand and operating system, hardware, and other functionality on the other hand.
  • An API allows for the creation of drivers and programs across a variety of platforms, where those drivers and programs interface with the API rather than directly with the platform's operating system or hardware.
  • FIG. 1 is a block diagram of a mobile device 10 .
  • the illustrated mobile device 10 may comprise a wireless mobile communications device such as a mobile phone.
  • the illustrated mobile device 10 comprises a system memory 12 (comprising a RAM in the illustrated embodiment), a system bus 13 , and software 14 (comprising an application program) in system memory 12 .
  • Device 10 further comprises 3D hardware 16 including, e.g., one or more 3D multimedia chips and other hardware 18 including a microprocessor and one or more application specific integrated circuits (ASICs).
  • 3D hardware 16 and other hardware 18 are coupled to system memory 12 via system bus 13 .
  • the illustrated 3D hardware 16 may comprise circuitry formed as part of an integrated circuit also common to other hardware 18 , or it may comprise its own integrated circuit chip or set of chips. 3D hardware 16 comprises its own local memory and registers 34 to hold data and a graphics pipeline comprising graphics pipeline portions 36 .
  • software 14 comprises one or more applications 22 with 3D functionality that communicate with 3D hardware 30 via a 3D application programming interface (API) 24 and one or more 3D hardware device drivers 28 .
  • 3D API 24 comprises, among other elements not specifically shown in FIG. 1 , an object-antialiasing extension 26 .
  • Image data is generally maintained in one or more frame buffers 32 in system memory 12 .
  • 3D hardware 16 retrieves image data from and updates image data into such frame buffers 32 .
  • FIG. 2 shows an antialiasing block diagram, which depicts those entities of the illustrated mobile device that pertain to antialiasing.
  • a given application program 40 is shown, which interacts with an API 42 by naming the function name 52 of antialiasing extension 44 , and by specifying the parameter set 54 thereof.
  • the illustrated antialiasing extension 44 comprises a type of antialiasing application programming interface (API) function to instruct, when called by application program 40 , the 3D processing portion 46 of the 3D graphics hardware (specifically the 3D graphics pipeline) to perform certain antialiasing acts.
  • the antialiasing API function comprising a data structure to receive function name 52 and a parameter set 54 comprising antialiasing parameters, each from the application program 40 .
  • the antialiasing API function passes these antialiasing parameters received from the application program to the 3D graphics pipeline.
  • the parameter set may comprise an object set identification parameter 56 to identify a set of objects of a given image to be antialiased.
  • the object set identification parameter may comprise a set of identifiers identifying individual objects from a sequence of objects making up a scene of the given image.
  • the parameter set may comprise a chosen type of antialiasing algorithm 58 to be employed by the pipeline, as well as parameters 60 of the chosen type of antialiasing algorithm.
  • the parameter set may further comprise an antialiasing sampling specification parameter 62 to specify whether upon antialiasing oversampling, the oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image; and the parameter set may further comprise an antialiasing weighting specification parameter 64 to specify whether upon antialiasing weighting, the weighting is to be performed per object on a specified set of objects or is to be performed on the entire image.
  • the parameter set may comprise a weighting timing parameter 66 to specify whether the antialiasing weighting is to be performed before a texturing portion of the pipeline or after a blending portion of the pipeline.
  • FIG. 3 is a block diagram of pertinent portions of a 3D graphics pipeline that may be employed in the mobile device 10 illustrated in FIG. 1 .
  • the illustrated pipeline 80 comprises a model and view transform stage 82 , a lighting stage 84 , a projection stage 86 , a clipping stage 88 , a screen mapping stage 90 , and a rasterization stage 92 .
  • the illustrated rasterization stage 92 comprises a setup portion 96 , a shading portion 98 , a hidden surface removal portion 100 , a texturing portion 102 , and a blending portion 104 .
  • model and view transform stage 82 models of the depicted scene are positioned in world space and then in camera or eye space. Lighting information is added in lighting stage 84 , and in the projection stage 86 the lighting modified objects are described in terms of normalized device coordinates, i.e., the three dimensional object information is converted to two dimensional information.
  • the clipping stage 88 removes those portions of the scene that are outside a defined view volume of the scene.
  • the projected and clipped two dimensional rendition of the scene is then mapped to the screen (in screen coordinates x and y, scaled to the size of the screen) by screen mapping stage 90 .
  • z coordinate information is also maintained for the scene.
  • Setup portion 96 performs computations on each of the image's primitives (e.g., triangles). These computations precede an interpolation portion (otherwise referred to as a shading portion 98 (or a primitive-to-pixel conversion stage) of the graphics pipeline. Such computations may include, for example, computing the slope of a triangle edge using vertex information at the edge's two end points.
  • Shading portion 98 involves the execution of algorithms to define a screen's triangles in terms of pixels addressed in terms of horizontal and vertical (X and Y) positions along a two-dimensional screen. Texturing portion 102 matches image objects (triangles, in the embodiment) with certain images designed to add to the realistic look of those objects.
  • texturing portion 102 will map a given texture image by performing a surface parameterization and a viewing projection.
  • the texture image in texture space (u,v) (in texels) is converted to object space by performing a surface parameterization into object space (x 0 , y 0 , z 0 ).
  • the image in object space is then projected into screen space (x, y) (pixels), onto the object (triangle).
  • blending portion 104 takes a texture pixel color from texture portion 102 and combines it with the associated triangle pixel color of the pre-texture triangle. Blending portion 104 also performs alpha blending on the texture-combined pixels, and performs a bitwise logical operation on the output pixels. More specifically, blending portion 104 , in the illustrated system, is the last stage in 3D graphics pipeline. Accordingly, it will write the final output pixels of 3D hardware 16 to frame buffer(s) 32 within system memory 12 .
  • a hidden surface removal (HSR) portion 100 is provided, which uses depth information to eliminate hidden surfaces from the pixel data. Because in the illustrated embodiment it is provided between shading portion 98 and texturing portion 102 , it simplifies the image data and reduces the bandwidth demands on the pipeline.
  • HSR hidden surface removal
  • the illustrated shading portion 98 comprises an antialiasing oversampling mechanism 110 and an antialiasing weighting mechanism 112 (an averaging mechanism as illustrated in FIG. 3 ).
  • the illustrated blending portion 104 also comprises an antialiasing weighting mechanism 114 (also an averaging mechanism as illustrated in FIG. 3 ).
  • Antialiasing requires oversampling and subsequent weighting.
  • oversampling early in the pipeline e.g., prior to performing hidden surface removal or texturing
  • weighting later in the pipeline e.g., in the blending portion
  • the quality of the rendered image can be improved. For example, this allows certain calculations to be done after the oversampling yet before weighting. Such calculations, e.g., concerning when one object touches or covers another, are more accurate with the oversampled data.
  • this oversampling creates a corresponding increase in the demand on the pipeline's bandwidth (i.e., processing rate). For example, an oversampling rate of four oversampled pixels per standard pixel requires a given processing stage accessing frames from the main memory to cause four times as much data to be transferred over the system bus for every frame access.
  • antialiasing oversampling mechanism 110 in shading portion 98 may perform for a given image, at an early stage of the pipeline, oversampling on a portion of the objects of the given image.
  • weighting is performed at weighting mechanism 114 in blending portion 104 .
  • the shading portion comprises an antialiasing oversampling mechanism 110 and an antialiasing weighting mechanism 112 .
  • the antialiasing oversampling mechanism 110 performs for a given image, at an early stage of the pipeline, antialiasing oversampling on at least a portion of the objects of the given image.
  • the antialiasing weighting mechanism 112 performs on the given image, at the early stage of the pipeline, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism.
  • the benefits of antialiasing are achieved while the amount of data processed by later portions of the 3D graphics pipeline is kept to a minimum.
  • FIG. 4 is a block diagram of an example shading portion 120 of the 3D graphics pipeline, configured to effect the per object antialiasing oversampling.
  • the illustrated shading portion 120 comprises a switch 124 which receives a given object “object k ” and directs it to either antialiasing oversampling 126 or standard pixel sampling 128 .
  • the sampled values i.e., the resulting pixel values
  • the illustrated example shading portion 120 performs an interpolation function on information for each object (each triangle in the illustrated embodiment), calculating RGB, a (alpha), u,v (texture coordinates), z (depth), and w (perspective correction).
  • Switch 124 may comprise, e.g., a table lookup mechanism to lookup in a table whether the given object is to be oversampled.
  • the given object may be specified for oversampling because it is a foreground object, thus justifying the additional bandwidth cost associated with antialiasing. It may be specified for standard pixel sampling if, e.g., it is a background object not requiring a clear a rendition. Objects may be specifically chosen for oversampling or standard pixel sampling with the use of the parameter set of the antialiasing extension, as shown in FIG. 2 .
  • processing performed by the system shown in the figures may be performed by a general purpose computer alone or in connection with a specialized processing computer. Such processing may be performed by a single platform or by a distributed processing platform. In addition, such processing can be implemented in the form of special purpose hardware or in the form of software being run by a general purpose computer. Any data handled in such processing or created as a result of such processing can be stored in any type of memory. By way of example, such data may be stored in a temporary memory, such as in the RAM of a given computer system or subsystem. In addition, or in the alternative, such data may be stored in longer-term storage devices, for example, magnetic disks, rewritable optical disks, and so on.
  • computer-readable media may comprise any form of data storage mechanism, including such different memory technologies as well as hardware or circuit representations of such structures and of such data.

Abstract

A three-dimensional (3D) graphics pipeline renders a sequence of images of 3D scenes each composed of a plural set of objects. The pipeline comprises an antialiasing oversampling mechanism to perform for a given image, at an early stage of the pipeline, oversampling on a portion of the objects of the given image.

Description

COPYRIGHT NOTICE
This patent document contains information subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent, as it appears in the US Patent and Trademark Office files or records, but otherwise reserves all copyright rights whatsoever.
CROSS REFERENCE TO RELATED APPLICATIONS
(Not applicable)
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
(Not applicable)
BACKGROUND OF THE INVENTION
The present invention relates to application level control of hardware functionality in embedded devices. The hardware functionality involves antialiasing of three dimensional (3D) images processed by a 3D graphics pipeline with such a device. In certain respects, the present invention relates to mobile phones with such hardware functionality.
Many types of embedded devices are provided with 3D graphics pipelines that process 3D images of scenes. A given scene is composed of a collection of rendering objects (e.g., triangles). Such 3D pipelines may perform antialiasing on the image. Antialiasing involves first oversampling the image—resulting in an enhanced amount of information represented by a now more abundant set of (oversampled) pixels. The Quincunx scheme, Full-Scene Antialiasing (FSAA), the accumulation buffer, and Carpenter's A-buffer (sometimes called multisampling) are a few examples of techniques for carrying out antialiasing oversampling or enhanced sampling of a given image.
The final image is frequently rendered at the lower pre-oversampled resolution, in which case the antialiasing process is completed by weighting (e.g., averaging) the greater set of samples to produce the reduced set.
BRIEF SUMMARY OF THE INVENTION
In accordance with one embodiment, a three-dimensional (3D) graphics pipeline renders a sequence of images of 3D scenes each composed of a plural set of objects. The pipeline comprises an antialiasing oversampling mechanism to perform for a given image, at an early stage of the pipeline, oversampling on a portion of the objects of the given image. In accordance with another embodiment, the pipeline comprises an antialiasing oversampling mechanism and an antialiasing weighting mechanism. The antialiasing oversampling mechanism performs for a given image, at an early stage of the pipeline, antialiasing oversampling on at least a portion of the objects of the given image. The antialiasing weighting mechanism performs on the given image, at the early stage of the pipeline, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism.
BRIEF DESCRIPTION OF THE DRAWINGS
The present invention is further described in the detailed description which follows, by reference to the noted drawings by way of non-limiting exemplary embodiments, in which like reference numerals represent similar parts throughout the several views of the drawings, and wherein:
FIG. 1 is a block diagram of a mobile device in accordance with one embodiment of the present invention;
FIG. 2 is a block diagram of those mobile device entities pertaining to object antialiasing;
FIG. 3 is a block diagram of a 3D graphics pipeline of the mobile device illustrated in FIG. 1; and
FIG. 4 is a block diagram of a shading portion of the illustrated 3D graphics pipeline.
DETAILED DESCRIPTION OF THE INVENTION
To facilitate an understanding of the descriptions herein, definitions will be provided for certain terms. A primitive may be, e.g., a point, a line, or a triangle. A triangle may be rendered in groups of fans, strips, or meshes. An object is one or more primitives. A scene is a collection of models and the environment within which the models are positioned. A pixel comprises information regarding a location on a screen along with color information and optionally additional information (e.g., depth). The color information may be in the form of an RGB color triplet. A screen grid cell is the area of a screen that may be occupied by a given pixel. A screen grid value is a value corresponding to a screen grid cell or a pixel. An application programming interface (API) is an interface between an application program on the one hand and operating system, hardware, and other functionality on the other hand. An API allows for the creation of drivers and programs across a variety of platforms, where those drivers and programs interface with the API rather than directly with the platform's operating system or hardware.
FIG. 1 is a block diagram of a mobile device 10. The illustrated mobile device 10 may comprise a wireless mobile communications device such as a mobile phone.
The illustrated mobile device 10 comprises a system memory 12 (comprising a RAM in the illustrated embodiment), a system bus 13, and software 14 (comprising an application program) in system memory 12. Device 10 further comprises 3D hardware 16 including, e.g., one or more 3D multimedia chips and other hardware 18 including a microprocessor and one or more application specific integrated circuits (ASICs). 3D hardware 16 and other hardware 18 are coupled to system memory 12 via system bus 13.
The illustrated 3D hardware 16 may comprise circuitry formed as part of an integrated circuit also common to other hardware 18, or it may comprise its own integrated circuit chip or set of chips. 3D hardware 16 comprises its own local memory and registers 34 to hold data and a graphics pipeline comprising graphics pipeline portions 36.
In terms of a hierarchy, software 14 comprises one or more applications 22 with 3D functionality that communicate with 3D hardware 30 via a 3D application programming interface (API) 24 and one or more 3D hardware device drivers 28. In the illustrated embodiment, 3D API 24 comprises, among other elements not specifically shown in FIG. 1, an object-antialiasing extension 26.
Image data is generally maintained in one or more frame buffers 32 in system memory 12. 3D hardware 16 retrieves image data from and updates image data into such frame buffers 32.
FIG. 2 shows an antialiasing block diagram, which depicts those entities of the illustrated mobile device that pertain to antialiasing. A given application program 40 is shown, which interacts with an API 42 by naming the function name 52 of antialiasing extension 44, and by specifying the parameter set 54 thereof.
The illustrated antialiasing extension 44 comprises a type of antialiasing application programming interface (API) function to instruct, when called by application program 40, the 3D processing portion 46 of the 3D graphics hardware (specifically the 3D graphics pipeline) to perform certain antialiasing acts. The antialiasing API function comprising a data structure to receive function name 52 and a parameter set 54 comprising antialiasing parameters, each from the application program 40. The antialiasing API function passes these antialiasing parameters received from the application program to the 3D graphics pipeline.
As shown in FIG. 2, if a given object “objecti” is specified for antialiasing in the parameter set 54, it is subjected to antialiasing 50 within the 3D processing portion of the system.
The parameter set may comprise an object set identification parameter 56 to identify a set of objects of a given image to be antialiased. The object set identification parameter may comprise a set of identifiers identifying individual objects from a sequence of objects making up a scene of the given image.
The parameter set may comprise a chosen type of antialiasing algorithm 58 to be employed by the pipeline, as well as parameters 60 of the chosen type of antialiasing algorithm. The parameter set may further comprise an antialiasing sampling specification parameter 62 to specify whether upon antialiasing oversampling, the oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image; and the parameter set may further comprise an antialiasing weighting specification parameter 64 to specify whether upon antialiasing weighting, the weighting is to be performed per object on a specified set of objects or is to be performed on the entire image.
The parameter set may comprise a weighting timing parameter 66 to specify whether the antialiasing weighting is to be performed before a texturing portion of the pipeline or after a blending portion of the pipeline.
FIG. 3 is a block diagram of pertinent portions of a 3D graphics pipeline that may be employed in the mobile device 10 illustrated in FIG. 1. The illustrated pipeline 80 comprises a model and view transform stage 82, a lighting stage 84, a projection stage 86, a clipping stage 88, a screen mapping stage 90, and a rasterization stage 92. The illustrated rasterization stage 92 comprises a setup portion 96, a shading portion 98, a hidden surface removal portion 100, a texturing portion 102, and a blending portion 104.
In model and view transform stage 82, models of the depicted scene are positioned in world space and then in camera or eye space. Lighting information is added in lighting stage 84, and in the projection stage 86 the lighting modified objects are described in terms of normalized device coordinates, i.e., the three dimensional object information is converted to two dimensional information. The clipping stage 88 removes those portions of the scene that are outside a defined view volume of the scene. The projected and clipped two dimensional rendition of the scene is then mapped to the screen (in screen coordinates x and y, scaled to the size of the screen) by screen mapping stage 90. z coordinate information is also maintained for the scene.
Setup portion 96 performs computations on each of the image's primitives (e.g., triangles). These computations precede an interpolation portion (otherwise referred to as a shading portion 98 (or a primitive-to-pixel conversion stage) of the graphics pipeline. Such computations may include, for example, computing the slope of a triangle edge using vertex information at the edge's two end points. Shading portion 98 involves the execution of algorithms to define a screen's triangles in terms of pixels addressed in terms of horizontal and vertical (X and Y) positions along a two-dimensional screen. Texturing portion 102 matches image objects (triangles, in the embodiment) with certain images designed to add to the realistic look of those objects. Specifically, texturing portion 102 will map a given texture image by performing a surface parameterization and a viewing projection. The texture image in texture space (u,v) (in texels) is converted to object space by performing a surface parameterization into object space (x0, y0, z0). The image in object space is then projected into screen space (x, y) (pixels), onto the object (triangle).
In the illustrated embodiment, blending portion 104 takes a texture pixel color from texture portion 102 and combines it with the associated triangle pixel color of the pre-texture triangle. Blending portion 104 also performs alpha blending on the texture-combined pixels, and performs a bitwise logical operation on the output pixels. More specifically, blending portion 104, in the illustrated system, is the last stage in 3D graphics pipeline. Accordingly, it will write the final output pixels of 3D hardware 16 to frame buffer(s) 32 within system memory 12. A hidden surface removal (HSR) portion 100 is provided, which uses depth information to eliminate hidden surfaces from the pixel data. Because in the illustrated embodiment it is provided between shading portion 98 and texturing portion 102, it simplifies the image data and reduces the bandwidth demands on the pipeline.
The illustrated shading portion 98 comprises an antialiasing oversampling mechanism 110 and an antialiasing weighting mechanism 112 (an averaging mechanism as illustrated in FIG. 3). The illustrated blending portion 104 also comprises an antialiasing weighting mechanism 114 (also an averaging mechanism as illustrated in FIG. 3).
Antialiasing requires oversampling and subsequent weighting. By oversampling early in the pipeline (e.g., prior to performing hidden surface removal or texturing), while weighting later in the pipeline (e.g., in the blending portion), the quality of the rendered image can be improved. For example, this allows certain calculations to be done after the oversampling yet before weighting. Such calculations, e.g., concerning when one object touches or covers another, are more accurate with the oversampled data. However, this oversampling creates a corresponding increase in the demand on the pipeline's bandwidth (i.e., processing rate). For example, an oversampling rate of four oversampled pixels per standard pixel requires a given processing stage accessing frames from the main memory to cause four times as much data to be transferred over the system bus for every frame access.
In accordance with one embodiment, antialiasing oversampling mechanism 110 in shading portion 98 may perform for a given image, at an early stage of the pipeline, oversampling on a portion of the objects of the given image. In this embodiment, weighting is performed at weighting mechanism 114 in blending portion 104. By performing antialiasing on only a portion of the objects at such an early stage of the graphics pipeline, the processing rate demands on the pipeline are reduced.
In accordance with another embodiment, the shading portion comprises an antialiasing oversampling mechanism 110 and an antialiasing weighting mechanism 112. The antialiasing oversampling mechanism 110 performs for a given image, at an early stage of the pipeline, antialiasing oversampling on at least a portion of the objects of the given image. The antialiasing weighting mechanism 112 performs on the given image, at the early stage of the pipeline, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism. By performing both oversampling and weighting at an early stage of the pipeline (e.g., before texturing) (the weighting reducing number of pixels to the number preceding the oversampling process), the benefits of antialiasing are achieved while the amount of data processed by later portions of the 3D graphics pipeline is kept to a minimum.
FIG. 4 is a block diagram of an example shading portion 120 of the 3D graphics pipeline, configured to effect the per object antialiasing oversampling. The illustrated shading portion 120 comprises a switch 124 which receives a given object “objectk” and directs it to either antialiasing oversampling 126 or standard pixel sampling 128. The sampled values (i.e., the resulting pixel values) are forwarded to the frame buffer via a local buffer or register 130. The illustrated example shading portion 120 performs an interpolation function on information for each object (each triangle in the illustrated embodiment), calculating RGB, a (alpha), u,v (texture coordinates), z (depth), and w (perspective correction).
Switch 124 may comprise, e.g., a table lookup mechanism to lookup in a table whether the given object is to be oversampled. The given object may be specified for oversampling because it is a foreground object, thus justifying the additional bandwidth cost associated with antialiasing. It may be specified for standard pixel sampling if, e.g., it is a background object not requiring a clear a rendition. Objects may be specifically chosen for oversampling or standard pixel sampling with the use of the parameter set of the antialiasing extension, as shown in FIG. 2.
The processing performed by the system shown in the figures may be performed by a general purpose computer alone or in connection with a specialized processing computer. Such processing may be performed by a single platform or by a distributed processing platform. In addition, such processing can be implemented in the form of special purpose hardware or in the form of software being run by a general purpose computer. Any data handled in such processing or created as a result of such processing can be stored in any type of memory. By way of example, such data may be stored in a temporary memory, such as in the RAM of a given computer system or subsystem. In addition, or in the alternative, such data may be stored in longer-term storage devices, for example, magnetic disks, rewritable optical disks, and so on. For purposes of the disclosure herein, computer-readable media may comprise any form of data storage mechanism, including such different memory technologies as well as hardware or circuit representations of such structures and of such data.
While the invention has been described with reference to certain illustrated embodiments, the words which have been used herein are words of description rather than words of limitation. Changes may be made, within the purview of the appended claims, without departing from the scope and spirit of the invention in its aspects. Although the invention has been described herein with reference to particular structures, acts, and materials, the invention is not to be limited to the particulars disclosed, but rather extends to all equivalent structures, acts, and materials, such as are within the scope of the appended claims.

Claims (31)

1. A three-dimensional (3D) graphics pipeline to render a sequence of images of 3D scenes each composed of a plural set of objects, the pipeline comprising:
a texturing portion;
a blending portion; and
an antialiasing oversampling mechanism to perform for a given image, before texturing by the texturing portion, oversampling on at least a portion of the objects of the given image, wherein the antialiasing oversampling mechanism receives antialiasing parameters specified by an application program through use of an antialiasing application program interface (API) function and wherein the antialiasing parameters comprise an antialiasing sampling specification parameter to specify whether the antialiasing oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image.
2. The pipeline according to claim 1, wherein the API function comprises an API extension.
3. The pipeline according to claim 1, wherein the application program is running in a memory external to the 3D graphics pipeline.
4. The pipeline according to claim 1, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism in accordance with the received antialiasing parameters.
5. The pipeline according to claim 1, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism on a per object basis.
6. The pipeline according to claim 1, further comprising an antialiasing weighting mechanism to perform on the given image, before texturing by the texturing portion, antialiasing weighting on the oversampled objects of the given image.
7. The pipeline according to claim 6, wherein the antialiasing weighting is performed by the antialiasing weighting mechanism after blending by a blending portion of the pipeline.
8. The pipeline according to claim 6, wherein antialiasing weighting mechanism performs an averaging operation on oversampled objects.
9. A three-dimensional (3D) graphics pipeline to render a sequence of images of 3D scenes each composed of a plural set of objects, the pipeline comprising:
a texturing portion;
an antialiasing oversampling mechanism to perform for a given image, at a given stage of the pipeline before texturing by the texturing portion, antialiasing oversampling on at least a portion of the objects of the given image; and
an antialiasing weighting mechanism to perform on the given image, at the given stage of the pipeline, antialiasing weighting on the at least a portion of the given image oversampled by the antialiasing oversampling mechanism, wherein the antialiasing oversampling mechanism receives antialiasing parameters specified by an application program through use of an antialiasing application program interface (API) function and wherein said antialiasing parameters comprise at least one of (A) an antialiasing sampling specification parameter to specify whether the antialiasing oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image, (B) an antialiasing weighting specification parameter to specify whether the weighting is to be performed per object on a specified set of objects or is to be performed on the entire image, or (C) an weighting timing parameter to specify whether the antialiasing weighting is to be performed before the texturing portion or after a blending portion of the pipeline.
10. The pipeline according to claim 9, wherein the API function comprises an API extension.
11. The pipeline according to claim 9, wherein the application program is running in a memory external to the 3D graphics pipeline.
12. The pipeline according to claim 9, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism in accordance with the received antialiasing parameters.
13. The pipeline according to claim 9, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism on a per object basis.
14. The pipeline according to claim 9, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism on the entire given image.
15. The pipeline according to claim 9, wherein the antialiasing oversampling is performed by the antialiasing oversampling mechanism on all objects of the given image.
16. The pipeline according to claim 9, wherein the antialiasing weighting mechanism performs an averaging operation.
17. Computer-readable media encoded with at least one computer program which when executed by a processor causes antialiasing acts to be performed by a three-dimensional (3D) graphics pipeline coupled to the processor, the at least one computer program comprising:
an antialiasing application programming interface (API) function to instruct, when called by an application program, a 3D graphics pipeline to perform certain antialiasing acts, the antialiasing API function comprising a data structure to receive antialiasing parameters from the application program and to pass the antialiasing parameters received from the application program to the 3D graphics pipeline, wherein the antialiasing parameters comprise an antialiasing sampling specification parameter to specify whether upon antialiasing oversampling, the oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image.
18. The computer-readable media according to claim 17, wherein the antialiasing parameters comprise an object set identification parameter to identify a set of objects of a given image to be antialiased.
19. The computer-readable media according to claim 18 wherein the object set identification parameter comprises a set of identifiers identifying individual objects from a sequence of objects making up a scene of the given image.
20. The computer-readable media according to claim 17, wherein the antialiasing parameters comprise a chosen type of antialiasing algorithm to be employed by the pipeline.
21. The computer-readable media according to claim 20, wherein the antialiasing parameters comprise parameters of the chosen type of antialiasing algorithm.
22. The computer-readable media according to claim 17, wherein the antialiasing parameters comprise an antialiasing weighting specification parameter to specify whether upon antialiasing weighting, the weighting is to be performed per object on a specified set of objects or is to be performed on the entire image.
23. The computer-readable media according to claim 22, wherein the antialiasing parameters comprising a weighting timing parameter to specify whether the antialiasing weighting is to be performed before a texturing portion of the pipeline or after a blending portion of the pipeline.
24. An embedded device comprising:
system memory;
a system bus; and
a 3D graphics core coupled to the main memory via the system bus, the 3D graphics core comprising a graphics pipeline, the graphics pipeline comprising a shading portion, a texturing portion, and a blending portion, and being configured to render a sequence of images of 3D scenes each composed of a plural set of objects;
the graphics core further comprising an antialiasing oversampling mechanism to perform for a given image, at a stage of the pipeline before texturing by the texturing portion, oversampling on at least a portion of the objects of the given image, wherein the antialiasing oversampling mechanism receives antialiasing parameters specified by an application program through use of an antialiasing application program interface (API) function and wherein the antialiasing parameters comprise an antialiasing sampling specification parameter to specify whether the antialiasing oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image.
25. The embedded device according to claim 24, wherein the objects are triangles.
26. An embedded device comprising:
system memory;
a system bus; and
a 3D graphics core coupled to the main memory via the system bus, the 3D graphics core comprising a graphics pipeline, the graphics pipeline comprising a shading portion, a texturing portion, and a blending portion, and being configured to render a sequence of images of 3D scenes each composed of a plural set of objects;
the graphics core further comprising an antialiasing oversampling mechanism to perform for a given image, at a given stage of the pipeline before texturing by the texturing portion, antialiasing oversampling on at least a portion of the objects of the given image; and
the graphics core further comprising an antialiasing weighting mechanism to perform on the given image, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism wherein a weighting timing parameter is used to specify if the antialiasing weighting mechanism is to be performed before the texturing portion or after the blending portion.
27. The embedded device according to claim 26, wherein the objects are triangles.
28. An integrated circuit comprising:
a three-dimensional (3D) graphics pipeline to render a sequence of images of 3D scenes each composed of a plural set of objects, the pipeline comprising
a texturing portion,
a blending portion, and
an antialiasing oversampling mechanism to perform for a given image, at a stage of the pipeline before texturing by the texturing portion, oversampling on at least a portion of the objects of the given image, wherein the antialiasing oversampling mechanism receives antialiasing parameters specified by an application program through use of an antialiasing application program interface (API) function and wherein the antialiasing parameters comprise an antialiasing sampling specification parameter to specify whether the antialiasing oversampling is to be performed per object on a specified set of objects or is to be performed on the entire image.
29. The integrated circuit according to claim 28, wherein the objects are triangles.
30. An integrated circuit comprising a three-dimensional (3D) graphics pipeline to render a sequence of images of 3D scenes each composed of a plural set of objects, the pipeline comprising:
a texturing portion;
an antialiasing oversampling mechanism to perform for a given image, at a given stage of the pipeline before texturing by the texturing portion, antialiasing oversampling on at least a portion of the objects of the given image; and
an antialiasing weighting mechanism to perform on the given image, antialiasing weighting on the portion of the given image oversampled by the antialiasing oversampling mechanism, wherein a weighting timing parameter is used to specify if the antialiasing weighting mechanism is to be performed before the texturing portion or after the blending portion.
31. The pipeline according to claim 30, wherein the objects are triangles.
US10/949,607 2004-09-23 2004-09-23 Flexible antialiasing in embedded devices Active 2025-04-09 US7173631B2 (en)

Priority Applications (6)

Application Number Priority Date Filing Date Title
US10/949,607 US7173631B2 (en) 2004-09-23 2004-09-23 Flexible antialiasing in embedded devices
JP2007533638A JP4542153B2 (en) 2004-09-23 2005-09-23 Flexible anti-aliasing for embedded devices
CN200580039572XA CN101061518B (en) 2004-09-23 2005-09-23 Flexible antialiasing in embedded devices
KR1020077009220A KR100896155B1 (en) 2004-09-23 2005-09-23 Flexible antialiasing in embedded devices
PCT/US2005/034051 WO2006034422A2 (en) 2004-09-23 2005-09-23 Flexible antialiasing in embedded devices
EP05800219.7A EP1803096B1 (en) 2004-09-23 2005-09-23 Flexible antialiasing in embedded devices

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US10/949,607 US7173631B2 (en) 2004-09-23 2004-09-23 Flexible antialiasing in embedded devices

Publications (2)

Publication Number Publication Date
US20060061591A1 US20060061591A1 (en) 2006-03-23
US7173631B2 true US7173631B2 (en) 2007-02-06

Family

ID=36073457

Family Applications (1)

Application Number Title Priority Date Filing Date
US10/949,607 Active 2025-04-09 US7173631B2 (en) 2004-09-23 2004-09-23 Flexible antialiasing in embedded devices

Country Status (6)

Country Link
US (1) US7173631B2 (en)
EP (1) EP1803096B1 (en)
JP (1) JP4542153B2 (en)
KR (1) KR100896155B1 (en)
CN (1) CN101061518B (en)
WO (1) WO2006034422A2 (en)

Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050195199A1 (en) * 2004-03-03 2005-09-08 Anderson Michael H. Depth buffer for rasterization pipeline
US20060181540A1 (en) * 2005-02-12 2006-08-17 Patrick Loo Image editor with plug-in capability for editing images in a mobile communication device
US20070109309A1 (en) * 2005-11-15 2007-05-17 Bitboys Oy Buffer management in vector graphics hardware
US20070229503A1 (en) * 2006-03-30 2007-10-04 Ati Technologies Method of and system for non-uniform image enhancement
US20080291209A1 (en) * 2007-05-25 2008-11-27 Nvidia Corporation Encoding Multi-media Signals
US20100002000A1 (en) * 2008-07-03 2010-01-07 Everitt Cass W Hybrid Multisample/Supersample Antialiasing
CN101620725B (en) * 2008-07-03 2012-07-18 辉达公司 Hybrid multisample/supersample antialiasing
US8660182B2 (en) 2003-06-09 2014-02-25 Nvidia Corporation MPEG motion estimation based on dual start points
US8660380B2 (en) 2006-08-25 2014-02-25 Nvidia Corporation Method and system for performing two-dimensional transform on data value array with reduced power consumption
US8666181B2 (en) 2008-12-10 2014-03-04 Nvidia Corporation Adaptive multiple engine image motion detection system and method
US8724702B1 (en) 2006-03-29 2014-05-13 Nvidia Corporation Methods and systems for motion estimation used in video coding
US8731071B1 (en) 2005-12-15 2014-05-20 Nvidia Corporation System for performing finite input response (FIR) filtering in motion estimation
US8756482B2 (en) 2007-05-25 2014-06-17 Nvidia Corporation Efficient encoding/decoding of a sequence of data frames
US8873625B2 (en) 2007-07-18 2014-10-28 Nvidia Corporation Enhanced compression in representing non-frame-edge blocks of image frames
US9118927B2 (en) 2007-06-13 2015-08-25 Nvidia Corporation Sub-pixel interpolation and its application in motion compensated encoding of a video signal
US9330060B1 (en) 2003-04-15 2016-05-03 Nvidia Corporation Method and device for encoding and decoding video image data
US10147227B2 (en) 2017-02-17 2018-12-04 Microsoft Technology Licensing, Llc Variable rate shading
US10152819B2 (en) 2016-08-15 2018-12-11 Microsoft Technology Licensing, Llc Variable rate shading

Families Citing this family (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8072464B2 (en) * 2006-05-26 2011-12-06 Samsung Electronics Co., Ltd. 3-dimensional graphics processing method, medium and apparatus performing perspective correction
US7973797B2 (en) * 2006-10-19 2011-07-05 Qualcomm Incorporated Programmable blending in a graphics processing unit
TWI425440B (en) * 2008-07-03 2014-02-01 Nvidia Corp Hybrid multisample/supersample antialiasing
GB0908927D0 (en) * 2009-05-22 2009-07-01 Univ Reading The Synthetic graft
US9361715B2 (en) 2011-06-02 2016-06-07 Microsoft Technology Licensing, Llc Global composition system
US9384589B2 (en) * 2013-04-29 2016-07-05 Microsoft Technology Licensing, Llc Anti-aliasing for geometries
US9542906B2 (en) 2013-05-10 2017-01-10 Microsoft Technology Licensing, Llc Shared compositional resources
US20140344729A1 (en) * 2013-05-15 2014-11-20 Microsoft Corporation Primitive-based composition

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6154212A (en) * 1997-11-06 2000-11-28 Lucent Technologies Inc. Method and apparatus for constructing network interfaces
US6181836B1 (en) * 1993-03-25 2001-01-30 Mgi Software Corporation Method and system for non-destructive image editing
US6529207B1 (en) * 1998-04-08 2003-03-04 Webtv Networks, Inc. Identifying silhouette edges of objects to apply anti-aliasing
US20030043169A1 (en) * 2001-08-31 2003-03-06 Kevin Hunter System and method for multi-sampling primitives to reduce aliasing
US6559851B1 (en) * 1998-05-21 2003-05-06 Mitsubishi Electric & Electronics Usa, Inc. Methods for semiconductor systems for graphics processing
US6812923B2 (en) * 2001-03-01 2004-11-02 Microsoft Corporation Method and system for efficiently transferring data objects within a graphics display system
US20050017982A1 (en) * 2003-07-23 2005-01-27 Kane Francis James Dynamic imposter generation with MIP map anti-aliasing
US20050195200A1 (en) * 2004-03-03 2005-09-08 Chuang Dan M. Embedded system with 3D graphics core and local pixel buffer

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE19740033A1 (en) * 1997-09-11 1999-03-18 Valeo Borg Instr Verw Gmbh Display device with and without antialiasing
KR20020031097A (en) * 1999-02-17 2002-04-26 케네쓰 올센 Graphics system having a super-sampled sample buffer with efficient storage of sample position information
US6614445B1 (en) * 1999-03-23 2003-09-02 Microsoft Corporation Antialiasing method for computer graphics
US6661424B1 (en) * 2000-07-07 2003-12-09 Hewlett-Packard Development Company, L.P. Anti-aliasing in a computer graphics system using a texture mapping subsystem to down-sample super-sampled images
JP4740476B2 (en) * 2000-08-23 2011-08-03 任天堂株式会社 Method and apparatus for providing a logical combination of N alpha operations in a graphics system
US6999100B1 (en) 2000-08-23 2006-02-14 Nintendo Co., Ltd. Method and apparatus for anti-aliasing in a graphics system
US20020070932A1 (en) * 2000-12-10 2002-06-13 Kim Jesse Jaejin Universal three-dimensional graphics viewer for resource constrained mobile computers
US20020140706A1 (en) * 2001-03-30 2002-10-03 Peterson James R. Multi-sample method and system for rendering antialiased images
US20030132944A1 (en) * 2001-10-03 2003-07-17 Sun Microsystems, Inc. User control of generalized semantic zooming
US6906729B1 (en) * 2002-03-19 2005-06-14 Aechelon Technology, Inc. System and method for antialiasing objects

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6181836B1 (en) * 1993-03-25 2001-01-30 Mgi Software Corporation Method and system for non-destructive image editing
US6154212A (en) * 1997-11-06 2000-11-28 Lucent Technologies Inc. Method and apparatus for constructing network interfaces
US6529207B1 (en) * 1998-04-08 2003-03-04 Webtv Networks, Inc. Identifying silhouette edges of objects to apply anti-aliasing
US6559851B1 (en) * 1998-05-21 2003-05-06 Mitsubishi Electric & Electronics Usa, Inc. Methods for semiconductor systems for graphics processing
US6812923B2 (en) * 2001-03-01 2004-11-02 Microsoft Corporation Method and system for efficiently transferring data objects within a graphics display system
US20030043169A1 (en) * 2001-08-31 2003-03-06 Kevin Hunter System and method for multi-sampling primitives to reduce aliasing
US20050017982A1 (en) * 2003-07-23 2005-01-27 Kane Francis James Dynamic imposter generation with MIP map anti-aliasing
US20050195200A1 (en) * 2004-03-03 2005-09-08 Chuang Dan M. Embedded system with 3D graphics core and local pixel buffer

Cited By (26)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9330060B1 (en) 2003-04-15 2016-05-03 Nvidia Corporation Method and device for encoding and decoding video image data
US8660182B2 (en) 2003-06-09 2014-02-25 Nvidia Corporation MPEG motion estimation based on dual start points
US20050195199A1 (en) * 2004-03-03 2005-09-08 Anderson Michael H. Depth buffer for rasterization pipeline
US8081182B2 (en) * 2004-03-03 2011-12-20 Qualcomm Incorporated Depth buffer for rasterization pipeline
US20060181540A1 (en) * 2005-02-12 2006-08-17 Patrick Loo Image editor with plug-in capability for editing images in a mobile communication device
US8390634B2 (en) 2005-11-15 2013-03-05 Advanced Micro Devices, Inc. Buffer management in vector graphics hardware
US20070109309A1 (en) * 2005-11-15 2007-05-17 Bitboys Oy Buffer management in vector graphics hardware
US20070132775A1 (en) * 2005-11-15 2007-06-14 Mika Tuomi Buffer management in vector graphics hardware
US8294731B2 (en) * 2005-11-15 2012-10-23 Advanced Micro Devices, Inc. Buffer management in vector graphics hardware
US8731071B1 (en) 2005-12-15 2014-05-20 Nvidia Corporation System for performing finite input response (FIR) filtering in motion estimation
US8724702B1 (en) 2006-03-29 2014-05-13 Nvidia Corporation Methods and systems for motion estimation used in video coding
US8111264B2 (en) * 2006-03-30 2012-02-07 Ati Technologies Ulc Method of and system for non-uniform image enhancement
US20070229503A1 (en) * 2006-03-30 2007-10-04 Ati Technologies Method of and system for non-uniform image enhancement
US8660380B2 (en) 2006-08-25 2014-02-25 Nvidia Corporation Method and system for performing two-dimensional transform on data value array with reduced power consumption
US8666166B2 (en) 2006-08-25 2014-03-04 Nvidia Corporation Method and system for performing two-dimensional transform on data value array with reduced power consumption
US20080291209A1 (en) * 2007-05-25 2008-11-27 Nvidia Corporation Encoding Multi-media Signals
US8756482B2 (en) 2007-05-25 2014-06-17 Nvidia Corporation Efficient encoding/decoding of a sequence of data frames
US9118927B2 (en) 2007-06-13 2015-08-25 Nvidia Corporation Sub-pixel interpolation and its application in motion compensated encoding of a video signal
US8873625B2 (en) 2007-07-18 2014-10-28 Nvidia Corporation Enhanced compression in representing non-frame-edge blocks of image frames
US20100002000A1 (en) * 2008-07-03 2010-01-07 Everitt Cass W Hybrid Multisample/Supersample Antialiasing
US8605087B2 (en) * 2008-07-03 2013-12-10 Nvidia Corporation Hybrid multisample/supersample antialiasing
US8605086B2 (en) 2008-07-03 2013-12-10 Nvidia Corporation Hybrid multisample/supersample antialiasing
CN101620725B (en) * 2008-07-03 2012-07-18 辉达公司 Hybrid multisample/supersample antialiasing
US8666181B2 (en) 2008-12-10 2014-03-04 Nvidia Corporation Adaptive multiple engine image motion detection system and method
US10152819B2 (en) 2016-08-15 2018-12-11 Microsoft Technology Licensing, Llc Variable rate shading
US10147227B2 (en) 2017-02-17 2018-12-04 Microsoft Technology Licensing, Llc Variable rate shading

Also Published As

Publication number Publication date
US20060061591A1 (en) 2006-03-23
CN101061518A (en) 2007-10-24
CN101061518B (en) 2012-07-18
EP1803096A2 (en) 2007-07-04
EP1803096B1 (en) 2018-03-07
JP2008515058A (en) 2008-05-08
KR100896155B1 (en) 2009-05-11
KR20070055618A (en) 2007-05-30
JP4542153B2 (en) 2010-09-08
WO2006034422A2 (en) 2006-03-30
WO2006034422A3 (en) 2006-08-03

Similar Documents

Publication Publication Date Title
EP1803096B1 (en) Flexible antialiasing in embedded devices
US6204856B1 (en) Attribute interpolation in 3D graphics
US6259461B1 (en) System and method for accelerating the rendering of graphics in a multi-pass rendering environment
US10134160B2 (en) Anti-aliasing for graphics hardware
US11348308B2 (en) Hybrid frustum traced shadows systems and methods
US7932914B1 (en) Storing high dynamic range data in a low dynamic range format
JP2002304636A (en) Method and device for image generation, recording medium with recorded image processing program, and image processing program
JP2004164593A (en) Method and apparatus for rendering 3d model, including multiple points of graphics object
CN109035383B (en) Volume cloud drawing method and device and computer readable storage medium
US7038678B2 (en) Dependent texture shadow antialiasing
US7508390B1 (en) Method and system for implementing real time soft shadows using penumbra maps and occluder maps
US8587608B2 (en) Preventing pixel modification of an image based on a metric indicating distortion in a 2D representation of a 3D object
US6501481B1 (en) Attribute interpolation in 3D graphics
US11783527B2 (en) Apparatus and method for generating a light intensity image
US20060061577A1 (en) Efficient interface and assembler for a graphics processor
US8212835B1 (en) Systems and methods for smooth transitions to bi-cubic magnification
US7385604B1 (en) Fragment scattering
US7256796B1 (en) Per-fragment control for writing an output buffer
US7382377B1 (en) Render to texture cull
EP1926052B1 (en) Method, medium, and system rendering 3 dimensional graphics data considering fog effect
US6982713B2 (en) System and method for clearing depth and color buffers in a real-time graphics rendering system
JP2007133466A (en) Pseudo antialiasing drawing system and integrated circuit for actualizing it
CN116957967A (en) 3D interface chromatic aberration solving method, system, equipment and medium

Legal Events

Date Code Title Description
AS Assignment

Owner name: QUALCOMM INCORPORATED, CALIFORNIA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:ANDERSON, MICHAEL HUGH;REEL/FRAME:015679/0490

Effective date: 20050202

STCF Information on status: patent grant

Free format text: PATENTED CASE

FPAY Fee payment

Year of fee payment: 4

FPAY Fee payment

Year of fee payment: 8

MAFP Maintenance fee payment

Free format text: PAYMENT OF MAINTENANCE FEE, 12TH YEAR, LARGE ENTITY (ORIGINAL EVENT CODE: M1553)

Year of fee payment: 12